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Article #196CSU CS BMAC Seminar on 5/3/96
From: barbara mclean
Date: Wed, 10 Apr 1996 00:00
Date: Wed, 10 Apr 1996 00:00
61 lines
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3274 bytes
DEPARTMENT OF COMPUTER SCIENCE
COLORADO STATE UNIVERSITY
BARNEY'S MONDAY AFTERNOON CLUB SEMINAR
Speaker: Dr. Kiriakos N. Kutulakos
Dept of Computer Sciences
University of Rochester, Rochester, NY
Dr. Kutulakos is a candidate for a tenure
track position with us.
Date: Friday, May 3, 1996 [Note: Not a Monday]
Time: 3:00-4:00 p.m.
Place: 100 USC
INTERACTIVE AND AUTONOMOUS 3D MODELING
FROM LIVE VIDEO IMAGES
An increasing number of applications, from virtual reality to
reverse engineering, require building and interacting with
realistic models of complex 3D objects. The availability of
low-cost, high-performance 3D rendering and video acquisition
hardware promises a new generation of multimedia tools and
techniques that use live video as input, interact with the
user or the user's environment, and are robust and cost-
effective.
I will discuss two complementary approaches to the video-
based modeling problem. Both are specifically designed to
impose as few restrictions as possible on the shape of the
object being modeled. The first, called "3D Stenciling,"
exploits the modeling system's ability to interact with its
user via a hand-held pointer and an augmented reality inter-
fact. The second avoids user interaction altogether by
attempting to build global surface models automatically.
I will focus on two central aspects of 3D Stenciling:
(1) providing direct visual feedback to the user by
registering the interactively reconstructed graphical
model with live video of the object being modeled, and
(2) eliminating the need for camera calibration by form-
ulating the video overlay and 3D modeling problems within
an affine framework.
I will describe an approach for automatically constructing
global models for objects with arbitrary curved surfaces.
In this case, automatic control of the camera's viewpoint
becomes crucial even when constructing models of simple
non-convex objects (e.g., pipes). I will outline a
provably correct strategy for controlling the camera's
viewpoint in real time that maintains a well-defined
(and very simple) geometric relationship between the
viewpoint's motion and the object's deforming silhouette.
The two approaches present opposite ends of a spectrum
of video-based modeling techniques that balance user
interaction and autonomy to build models of physical 3D
objects.
Technical Details
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X-Google-Language: ENGLISH,ASCII-7-bit X-Google-Thread: 12897c,54ea57e7ce1b8340,start X-Google-Attributes: gid12897c,public X-Google-Thread: 10244d,54ea57e7ce1b8340,start X-Google-Attributes: gid10244d,public X-Google-Thread: 15fcd9,54ea57e7ce1b8340,start X-Google-Attributes: gid15fcd9,public X-Google-Thread: 148df6,54ea57e7ce1b8340,start X-Google-Attributes: gid148df6,public From: mclean@vivaldi.cs.colostate.edu (barbara mclean) Subject: CSU CS BMAC Seminar on 5/3/96 Date: 1996/04/10 Message-ID: <4kgrq0$718@vivaldi.cs.colostate.edu> X-Deja-AN: 146774312 distribution: co organization: Colorado State University -- Computer Science Department newsgroups: csu.cs,csu.cs.grad,csu.general,csu.lance